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authorerorcun <erorcunerorcun@hotmail.com.tr>2020-11-29 17:19:50 +0100
committererorcun <erorcunerorcun@hotmail.com.tr>2020-12-02 12:21:46 +0100
commitbd8b907d131ac9e5b471a0a31928849b95f5d1f0 (patch)
treeab3102ea352daf603903342baf4aa696d6cacf56 /src/peds/PlayerPed.h
parentsome nasty FIX_BUGS for SLIDE_OBJECT (diff)
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Diffstat (limited to 'src/peds/PlayerPed.h')
-rw-r--r--src/peds/PlayerPed.h20
1 files changed, 14 insertions, 6 deletions
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
index 8a6e7576..e09a67f0 100644
--- a/src/peds/PlayerPed.h
+++ b/src/peds/PlayerPed.h
@@ -31,12 +31,12 @@ public:
bool m_bAdrenalineActive;
bool m_bHasLockOnTarget;
bool m_bCanBeDamaged;
- bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
+ bool m_bNoPosForMeleeAttack;
+ bool unk1;
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
CPed *m_pPedAtSafePos[6];
CPed *m_pMeleeList[6]; // reachable peds at each direction(6)
- char unused1;
- int16 m_nCheckPlayersIndex;
+ int16 m_nAttackDirToCheck;
float m_fWalkAngle; //angle between heading and walking direction
float m_fFPSMoveHeading;
RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model
@@ -45,6 +45,8 @@ public:
unsigned int m_nPadDownPressedInMilliseconds;
unsigned int m_nLastBusFareCollected;
+ static bool bDontAllowWeaponChange;
+
CPlayerPed();
~CPlayerPed();
void SetMoveAnim() { };
@@ -64,18 +66,18 @@ public:
class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
void SetRealMoveAnim(void);
void RestoreSprintEnergy(float);
- bool DoWeaponSmoothSpray(void);
+ float DoWeaponSmoothSpray(void);
void DoStuffToGoOnFire(void);
bool DoesTargetHaveToBeBroken(CVector, CWeapon*);
void RunningLand(CPad*);
- bool IsThisPedAttackingPlayer(CPed*);
+ bool IsThisPedAnAimingPriority(CPed*);
void PlayerControlSniper(CPad*);
void PlayerControlM16(CPad*);
void PlayerControlFighter(CPad*);
void ProcessWeaponSwitch(CPad*);
void MakeObjectTargettable(int32);
void PlayerControl1stPersonRunAround(CPad *padUsed);
- void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool);
+ void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool, bool);
void EvaluateTarget(CEntity*, CEntity**, float*, float, float, bool);
bool FindNextWeaponLockOnTarget(CEntity*, bool);
bool FindWeaponLockOnTarget(void);
@@ -87,6 +89,12 @@ public:
void RemovePedFromMeleeList(CPed*);
void GetMeleeAttackCoords(CVector&, int8, float);
int32 FindMeleeAttackPoint(CPed*, CVector&, uint32&);
+ bool CanIKReachThisTarget(CVector, CWeapon*, bool);
+ void RotatePlayerToTrackTarget(void);
+ bool MovementDisabledBecauseOfTargeting(void);
+ void FindNewAttackPoints(void);
+ void SetNearbyPedsToInteractWithPlayer(void);
+ void UpdateMeleeAttackers(void);
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);